Video summary
The Marketing Money Talk: How to Budget Your Indie Game's Promotion Campaign
Main summary
Key takeaways
Business-focused summary: budgeting an indie game promotion campaign (PC/console)
Core principles / context
- Budgeting is “how long is a piece of string” because outcomes depend heavily on:
- the specific game,
- timing,
- platform dynamics, and
- where you are in the lifecycle (e.g., first commercial game vs. repeat releases).
- Indie studios should avoid overspending and be ready to shift budget mid-cycle when opportunities appear (e.g., TikTok trends, timing windows, store/platform deals).
- Marketing is a multiplier, not a guarantee:
- If the game resonates: marketing amplifies growth sharply.
- If it doesn’t: marketing still helps visibility, but returns are weaker.
Who this approach is for
- Designed for premium indie games for PC/console (roughly $5–$20 price point).
- Not aimed at:
- Large publishers (they spread spend across many titles and “see what sticks”).
- Free-to-play/mobile (ad-heavy economics and different promotion mechanics).
Framework: “Budgeting hierarchy” (Top 10 spend in descending ROI)
The intended playbook: create a ranked list of where money goes from highest expected ROI downward, using deadlines and platform-feature windows as constraints.
Top 10 items (ranked)
-
First-party support (platform featuring + store featuring)
- Examples: PlayStation featured areas, Nintendo/Xbox social support, Steam features (e.g., “Popular upcoming”).
- Hard to buy directly; often requires outreach to platform holders or publisher/agent help.
- Guidance: treat it as potentially high upside, but ensure you cover it—don’t “tweet but never email”; do outreach early enough.
-
Steam / console store page (store assets)
- Most customers encounter games via online stores.
- Recommended elements to fund:
- Key art / capsule art (often freelancer/agency ranges; example: $500–$5,000)
- Trailer(s) (typical ranges):
- DIY: $500–$1,000
- simple trailer (some scripting/capture): $5,000–$10,000
- premium editor/experience trailers: $5,000–$10,000
- agency/pro with actors/more production: $10,000–$50,000+
- How many trailers? Usually 1–3 for smaller games (common: announcement, release date, launch/gameplay slot).
- Very large catalogs can reach 5–6+, which was described as “silly territory.”
- Screenshots (usually in-house or via trailer/marketing support; not typically a direct line-item purchase)
- Store description (in-house or freelancer ranges roughly $500–a few $1,000s)
- Localization of store pages (high priority; especially for China)
- Example translation agency cost: $0.06–$0.21 per word
- Example target: 8–10 languages for premium indies
-
Ongoing marketing planning support
- Hire/consult to set goals and avoid missing event deadlines.
- Options: internal marketing planning, marketing hire, agency retainer (example: low thousands to $10k+), or expert consulting.
-
Attending online events / showcases
- Strong reach; often yields Steam features and social amplification.
- Costs vary by size and fit:
- low hundreds to $2k–$10k (typical mid tiers)
- large events: $50k–$300k+
- Cadence: roughly 3–4 events/year for regular participation. More can cause burnout due to asset requirements.
-
Social media management (community + content operations)
- Described as having a higher “ceiling” than some other line items (more flexibility in quantity/frequency).
- Staffing costs mentioned:
- salary band: roughly $30k–$125k+ (region/seniority dependent)
- freelancer rates: roughly $20–$100/hour
- Recommendation: at least part-time for indie.
- Note: “social media manager” is an umbrella (content/video, filming time, community management, customer support, etc.).
-
Organic influencer outreach
- Send codes/keys; aim for non-paid visibility (free coverage), though results vary.
- Typical outreach budgeting: $2k–$5k per outreach (example: 1–3 outreaches such as launch + Steam Fest + preview/demo window).
-
Organic press outreach (PR beats)
- Still valuable even if direct impact feels reduced.
- Secondary benefits include Google indexing, store-page credibility, and “headline ecosystem” effects.
- Typical PR cost per beat (example ranges):
- $1k–$5k (indie sector)
- can reach $10k with localization, bigger scope, complex code management, or multi-platform.
- Recommended beats:
- at least 3: announcement, release, launch
- typically 3–5 for most games; 6–7 for larger campaigns
-
Attending big in-person events (if budget remains)
- Examples: GDC, etc.
- Strong recommendation for local events for networking.
- Don’t attend “for the sake of it” without a networking/pipeline reason.
-
Paid influencer / paid social amplification
- High risk of overspend; “case by case.”
- Example ranges mentioned:
- YouTube-like:
- under-$500k views might be $600–$12,000
- Twitch:
- smaller channels (<1M subs) for a ~2-hour stream: $600–$6,000
- YouTube-like:
- “Cost per view” heuristics:
- around 2–4 cents per view is good
- around ~7 cents still acceptable
- higher requires special targeting or niche justification
- Paid social can outperform organic once a channel is proven, but tracking ROI can be difficult.
-
Remaining “other” ideas (lower tier)
- Examples: physical press kits, making-of videos, niche stunts.
- Presenter stance: can work, but generally not top ROI by default.
Key budgeting rules / processes (actionable)
- Avoid rigid fixed spend without flexibility
- Plan, then remain flexible to reallocate when the market shifts (e.g., TikTok trend emergence led to reallocating resources and delaying the release due to technical issues; a timing window enabled a game pass deal).
- Treat platform/store deadlines as non-negotiable
- Missing online event deadlines forfeits the opportunity.
- Plan asset production backward from deadlines
- Trailers/screenshots must be ready for events and for store/press needs.
- Use a “prove-then-scale” mindset for paid social
- Test first; then boost/double down on what trends.
- Example: good TikTok results when already posting a lot (e.g., ~50 posts), then boosting the trending ones.
Metrics / KPIs mentioned (measurement approach)
- Direct performance measurement is imperfect, but KPIs to watch:
- Social follower growth
- Wishlists
- Pre-orders
- Attribution/tracking:
- UTM/tracking links (e.g., TikTok) may not reliably map to wishlists/installs because audiences browse across multiple platforms and tracking links aren’t always effective.
- Closest practical method: correlate marketing actions with metric movement, guided by experience (“gut feeling” supported by observed changes across multiple launches).
- The framing emphasizes “number goes up” rather than precise attribution.
Concrete examples / case observations included
- X one (game published by the presenter’s company)
- A TikTok game trend unlocked millions of views.
- The team shifted promotional resources mid-cycle.
- A later game pass deal occurred after delays caused by technical difficulties.
- Store/PR secondary value example
- “Eye of the Temple” was used to illustrate Google results showing many relevant press headlines and increasing ecosystem visibility.
- Budget allocation examples for assets
- Trailer tiers ranging from DIY (~$500–$1,000) to agency/actor/mixed reality (~$10,000–$50,000+).
- Event entry heuristic
- Getting into some shows for free can indicate the game “resonates.”
- Being rejected—even by small paid shows—can indicate misfit.
High-level guidance for adjacent contexts (brief)
Reddit strategy
- Organic:
- use a team member who knows Reddit community rules, or
- use “Reddit Lite” (post in smaller, relevant subreddits like indie-dev communities).
- Paid Reddit ads:
- potentially effective for certain genres (strategy/more hardcore audiences).
Paid ads: marketing channel ROI question
- Rough view offered: Reddit, TikTok, and “that matter” (likely social platforms).
- Also mentioned: Facebook/Instagram can work well.
- Instagram Stories suggested as having good return in some cases.
VR games
- Similar playbook, with differences:
- fewer big PR sites,
- Reddit is more important due to VR community enthusiasm,
- campaigns can be shorter (wishlist momentum matters less),
- influencer/organic outreach remains relevant.
Developer ownership of social accounts
- If shipping multiple games in the same niche (e.g., narrative or racing):
- prefer a studio account rather than separate per-game accounts.
- For smaller games:
- keep accounts more personal,
- rebrand studio/game names by swapping identities as new games ship.
Presenter / sources mentioned
Presenter
- Thomas Reser, co-founder of Future Friends Games.
Company/source references mentioned in talk
- Online survey with ~30 respondents (no further identifiers).
- Suggested resources/books/newsletters:
- Game Discover Co
- How to Market the Game (newsletter/resource mentioned)
- Industry reference for salary ranges:
- Games industry career guide
People/organizations thanked or credited (shout-outs)
- Derek Luke
- Guilty
- ICO partners
- player two PR
- pop agenda
- Rukun Rocker
- play super media
- MJ (from Yours Truly)
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